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  1. - Top - End - #31
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    Default Re: Final Fantasy Limit Breaks

    Cross-Slash (Ex)
    You can perform up to 5 melee attacks in 1 round against 1 opponent, with no penalty for multiple attacks. In addition, any opponent hit by this attack must make a successful Fortitude save (DC15) or become paralyzed.

    Prerequisites: Must use some type of sword; must have performed Braver 8 times.

  2. - Top - End - #32
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    Default Re: Final Fantasy Limit Breaks

    Death Gigas (Su)
    You can transform into a Flesh Golem-like creature, with the following boost to your statistics: Maximum HP × 2, AC × 1.5, Dexterity × 0.8, & SR -5. In addition, you gain 2 special attacks: Gigadunk & Live Wire. You can maintain this form for a number of rounds equal to your character level.
    • Gigadunk automatically hits 1 opponent with a melee strike, dealing triple damage.
    • Live Wire casts bolts of crackling energy at your enemies, which automatically hit multiple opponents (up to 4), dealing 4d6 electricity damage to each. This attack is usable once every 1d6+4 rounds.

    Prerequisites: Wild Shape special ability; your party must have defeated 40 opponents with you present; must be able to perform Galian Beast.
    Last edited by Zeta Kai; 2008-10-23 at 08:12 PM.

  3. - Top - End - #33
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    Default Re: Final Fantasy Limit Breaks

    Delta Attack (Su)
    You can combine your Limit Break with the Limit Breaks of 2 siblings to automatically hit multiple opponents (up to 4) with the ultimate arcane attack, dealing 20d12 points of damage to each. In addition, any opponent hit by this attack must make a successful Fortitude save (DC40) or die.

    Prerequisites: Must be an Outsider; must have 2 siblings who have fully charged OP pools (100 OP’s); cannot have any other Limit Break.

  4. - Top - End - #34
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    Default Re: Final Fantasy Limit Breaks

    Desperado (Su)
    You can toss an explosive sphere of magical energy, & then fire blasts at your enemies; automatically hits multiple opponents (up to 4), dealing 4× your normal ranged damage.

    Prerequisites: Your current HP must be 15% or less than your maximum HP; must use a ranged weapon; cannot have any other Limit Break.

  5. - Top - End - #35
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    Default Re: Final Fantasy Limit Breaks

    Desperation Attack (Ex)
    You can deal an automatic critical hit to 1 opponent. In addition, any opponent hit by this attack must make a successful Fortitude save (DC20) or die. Unlike other Limit Breaks, using this one only consumes 50 OP’s, allowing you to use it twice with a full-charged OP pool.

    Prerequisites: Your current HP must be 10% or less than your maximum HP; cannot have any other Limit Break.

  6. - Top - End - #36
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    Default Re: Final Fantasy Limit Breaks

    Diamond Dust (Su)
    You can automatically hit multiple opponents (up to 4) with freezing ice shards, dealing 5d8 points of cold damage to each.

    Prerequisites: Must be an Elemental or Outsider; must have the ability to inflict cold damage via other special abilities; cannot have any other Limit Break.
    Last edited by Zeta Kai; 2007-08-27 at 10:04 AM.

  7. - Top - End - #37
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    Default Re: Final Fantasy Limit Breaks

    Dice (Su)
    You can roll a certain number of 6-sided dice to damage your enemies: 2 dice if your ECL is less than 5, 3 dice if your ECL is 5-8, 4 dice if your ECL is 9-12, 5 dice if your ECL is 13-16, 6 dice if your ECL is 17 or more. Roll your dice & multiply the resulting numbers ×10; this is the amount of damage that you automatically inflict on multiple opponents (up to 4).

    Exceptions include: matched pairs are multiplied by 20, three-of-a-kind are multiplied by 30, four or more of-a-kind are multiplied together & then ×10, & if all of your dice are part of matched sets you multiply the resulting numbers × 40.

    Prerequisites: Must be a Construct (or Living Construct); must be non-lawful; must have a number of dice.

  8. - Top - End - #38
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    Default Re: Final Fantasy Limit Breaks

    Dolphin Blow (Su)
    You can automatically hit 1 opponent with your Flurry of Blows, provided you do not attack anyone else in that round. In addition, you gain 4 extra attacks in your Flurry of Blows, the second of which inflicts an additional 1d8 cold damage due to a blast of water at the end. Roll 1d6 & consult the following list:
    • 1 = “Miss” (you fail to use the Limit Break, thereby wasting it)
    • 2/3/4/5 = “Hit” (you use the Limit Break, but none of the hits are critical)
    • 6 = “YEAH!” (you use the Limit Break & all hits are critical)

    Prerequisites: No spellcasting classes; your party must have defeated 192 opponents with you present; must fight unarmed; must be able to perform Beat Rush, Somersault, Waterkick & Meteodrive.
    Last edited by Zeta Kai; 2008-10-23 at 08:19 PM.

  9. - Top - End - #39
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    Default Re: Final Fantasy Limit Breaks

    Doom of the Living (Ex)
    You can perform up to 15 melee attacks in 1 round with your ranged weapon, each automatically striking for a normal hit on the opponent of your choice; these may be split among any of your opponents within reach (30’ from your initial starting point).

    Prerequisites: Must use some type of returning ranged weapon; must have performed Gauntlet 6 times; must be able to perform Greased Lightning, Clear Tranquil, Landscaper, Bloodfest & Gauntlet.

  10. - Top - End - #40
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    Default Re: Final Fantasy Limit Breaks

    Dragon (Su)
    You can call down a dragon from the Outer Planes, who attacks 1 opponent, automatically dealing 3d8 points of damage. In addition, the dragon bestows your with an amount of HP equal to the damage it did to your opponent.

    Prerequisites: No spellcasting classes; must have performed Hyper Jump 6 times; must be able to perform Boost Jump, Dynamite & Hyper Jump.

  11. - Top - End - #41
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    Default Re: Final Fantasy Limit Breaks

    Dragon Dive (Su)
    You can repeatedly leap high into the air & strike multiple opponents (up to 4) from above, dealing an automatic critical to each. All affected opponents must make a successful Fortitude save (DC12) or immediately die.

    Prerequisites: No spellcasting classes; 12 ranks in Jump; your party must have defeated 136 opponents with you present; must be able to perform Boost Jump, Dynamite, Hyper Jump & Dragon.

  12. - Top - End - #42
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    Default Re: Final Fantasy Limit Breaks

    Dragon Fang (Ex)
    You can attack up to 4 opponents with your sword in 1 round, with no penalty for multiple attacks; you cannot attack any 1 opponent more than once. Each attack is an automatic hit; in addition, each opponent struck with these attacks is dazed for 1 round (no saving throw allowed).

    Prerequisites: No spellcasting classes; must use some type of sword.

  13. - Top - End - #43
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    Default Re: Final Fantasy Limit Breaks

    Duel (Su)
    You can automatically hit 1 opponent with your Flurry of Blows, provided you do not attack anyone else in that round. After you have performed all of your attacks, choose a finishing move from the list below:
    • Burning Rave (DC10; you pound the ground with fiery force, send a shockwave that automatically hits multiple opponents (up to 4), dealing 2d6 fire damage & 2d6 bludgeoning damage)
    • Meteor Barret (DC15; you charge your body with energy & leap at your opponent; this is a charge attack against 1 opponent with no AC penalty that automatically hits, dealing double damage)
    • Different Beat (DC20; you batter your enemy with a frenzy of punches, kicks, elbows, & knees; this allows you to perform a second Flurry of Blows for free)
    • My Final Heaven (DC25; you pummel your enemies with a barrage of devastating attacks; this grants you 5 extra attacks that automatically hit multiple opponents (up to 4), the second of which inflicts an additional 1d8 cold damage due to a blast of water at the end, & the fifth one tosses your opponents in the air, causing 2d6 falling damage)

    Roll a Perform check against the DC of the finishing move that you chose; if you make the check, then you successfully perform the move; if not, then you cannot perform the move.

    Prerequisites: Must have the Flurry of Blows ability; must fight unarmed; your current HP must be 15% or less than your maximum HP; cannot have any other Limit Break.
    Last edited by Zeta Kai; 2008-10-23 at 08:17 PM.

  14. - Top - End - #44
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    Default Re: Final Fantasy Limit Breaks

    Dynamite (Su)
    You can conjure an explosive device, which you hurl at your enemies, automatically hitting multiple opponents (up to 4) & dealing 2d8 points of fire damage to each.

    Prerequisites: No spellcasting classes; must have performed Boost Jump 7 times.

  15. - Top - End - #45
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    Default Re: Final Fantasy Limit Breaks

    Earth Rave (Ex)
    You can perform up to 5 melee attacks with your claws in 1 round, each automatically striking for a triple hit on the opponent of your choice; these may be split among any of your opponents within reach (30’ from your initial starting point).

    Prerequisites: Must have a natural claw attack; must have performed Howling Moon 6 times; must be able to perform Sled Fang, Lunatic High, Blood Fang, Stardust Ray & Howling Moon.

  16. - Top - End - #46
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    Default Re: Final Fantasy Limit Breaks

    Element of Treachery (Su)
    You forge a large rune under your enemies, causing a meteor to crash down upon them; automatically hits multiple opponents (up to 4), dealing 7d8 points of force damage to each. In addition, if you make a successful Charisma check (DC15), you perform another Limit Break that you know for free; the DC increases by 2 for every extra Limit Break you have already performed.

    Prerequisite: BAB +14; must be able to perform Fires of War & Tides of Fate; cannot gain additional Limit Breaks after acquiring this one.

  17. - Top - End - #47
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    Default Re: Final Fantasy Limit Breaks

    Element Reels (Su)
    You can randomly strike your enemies with elemental damage. Roll 3d4; if none of the numbers match, then you deal an automatic critical to 1 opponent with a ranged weapon. If 2 of the numbers match, you deal an automatic critical to 1 opponent with a ranged weapon & consult the following list for the value that corresponds with the matching numbers:
    • 1 = Fire (deal an additional 2d8 fire damage)
    • 2 = Ice (deal an additional 2d8 cold damage)
    • 3 = Lightning (deal an additional 2d8 electricity damage)
    • 4 = Water (deal an additional 2d8 force damage)

    If all 3 of the numbers match, you deal an automatic critical to your opponents (up to 4) with the same ranged weapon, & consult the above list for the value that corresponds with the matching numbers.

    Prerequisites: Must use some type of returning ranged weapon.
    Last edited by Zeta Kai; 2008-10-23 at 08:25 PM.

  18. - Top - End - #48
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    Default Re: Final Fantasy Limit Breaks

    Energy Blast (Su)
    You can automatically hit multiple opponents (up to 4) with a blast of fierce energy, dealing 8d8 points of damage to each.

    Prerequisites: Must be an Elemental or Outsider; must be able to perform Energy Ray (& no other Limit Breaks).

  19. - Top - End - #49
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    Default Re: Final Fantasy Limit Breaks

    Energy Rain (Su)
    You can unleash a torrent of destructive energy at your opponents; all enemies within range (30’) take 1d8 fire damage & 1d8 electricity damage per level (Reflex DC25 for half damage).

    Prerequisites: No spellcasting classes; must use some type of sword; must have performed at least 30 Limit Breaks; must be able to perform Spiral Cut, as well as Slice & Dice.

  20. - Top - End - #50
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    Default Re: Final Fantasy Limit Breaks

    I had a question about your desperation attacks, and how it relates to the game (FFVI).

    In the game, Terra's Riot blade dealt damage to and poisoned each enemy. Celes's Spin Edge, Cyan's Backblade, Edgar's Royal Shock, Gogo's X-Meteor and Setzer's Red Card hit multiple enemies. Relm's Star Prism and Strago's SabreSoul instantly killed the enemy, instead of massive damage. Mog's Moogle Rush, Sabin's Tiger Break, Shadow's Shadow Fang, and Locke's Mirager Dealt major damage to enemies.

    Desperation attack Does seem to mimic some of them, and is powerful, but I can't help but wonder why you generalized the entire cast's special abilities like that.

  21. - Top - End - #51
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    Default Re: Final Fantasy Limit Breaks

    Quote Originally Posted by Gralamin View Post
    I had a question about your desperation attacks, and how it relates to the game (FFVI).

    In the game, Terra's Riot blade dealt damage to and poisoned each enemy. Celes's Spin Edge, Cyan's Backblade, Edgar's Royal Shock, Gogo's X-Meteor and Setzer's Red Card hit multiple enemies. Relm's Star Prism and Strago's SabreSoul instantly killed the enemy, instead of massive damage. Mog's Moogle Rush, Sabin's Tiger Break, Shadow's Shadow Fang, and Locke's Mirager Dealt major damage to enemies.

    Desperation attack Does seem to mimic some of them, and is powerful, but I can't help but wonder why you generalized the entire cast's special abilities like that.
    Honestly, as much as I love FFVI, the Desperation attacks come up so rarely, & the PC's classes are so nebulously defined, I felt that it wasn't very important to flesh out each permutation on it; most of them just destroy one enemy. I may go back & expand upon it later (most likely based on class). Thanks for the information, though; that the most concise & clear description of the various Desperations that I have seen.
    Last edited by Zeta Kai; 2007-08-26 at 03:52 PM.

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    Default Re: Final Fantasy Limit Breaks

    Energy Ray (Su)
    You can automatically hit multiple opponents (up to 4) with a ray of fierce energy, dealing 4d8 points of damage to each.

    Prerequisites: Must be an Elemental or Outsider; cannot have any other Limit Break (other than Energy Blast).

  23. - Top - End - #53
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    Evanescence (Su)
    You create a searing light, which pierces your enemies with its radiance; automatically hits multiple opponents (up to 4), dealing 5d8 points of force damage to each. In addition, if you make a successful Charisma check (DC15), you perform another Limit Break that you know for free; the DC increases by 2 for every extra Limit Break you have already performed.

    Prerequisite: BAB +8; must be able to perform Intercession.

  24. - Top - End - #54
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    Default Re: Final Fantasy Limit Breaks

    Quote Originally Posted by Zeta Kai View Post
    Honestly, as much as I love FFVI, the Desperation attacks come up so rarely, & the PC's classes are so nebulously defined, I felt that it wasn't very important to flesh out each permutation on it; most of them just destroy one enemy. I may go back & expand upon it later (most likely based on class). Thanks for the information, though; that the most concise & clear description of the various Desperations that I have seen.
    Ah okay. I found it here. Just choose a character (By clicking on the text), and look in the left pane under Critical.

  25. - Top - End - #55
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    Default Re: Final Fantasy: Limit Breaks

    Feral Strike (Su)
    You pounce upon your enemies, dishing out a vicious combo, followed by an explosive blast; automatically hits multiple opponents (up to 4), dealing 3d8 points of force damage to each. In addition, if you make a successful Charisma check (DC15), you perform another Limit Break that you know for free; the DC increases by 2 for every extra Limit Break you have already performed.

    Prerequisite: BAB +2.

  26. - Top - End - #56
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    Default Re: Final Fantasy: Limit Breaks

    Final Heaven (Su)
    You can automatically hit 1 opponent with your Flurry of Blows, provided you do not attack anyone else in that round. In addition, you gain 5 extra attacks in your Flurry of Blows, the second of which inflicts an additional 1d8 cold damage due to a blast of water at the end, & the fifth one tosses the opponent in the air, causing 2d6 falling damage. All attacks deal maximum damage. Roll 1d6 & consult the following list:
    • 1 = “Miss” (you fail to use the Limit Break, thereby wasting it)
    • 2/3/4/5 = “Hit” (you use the Limit Break, but none of the hits are critical)
    • 6 = “YEAH!” (you use the Limit Break & all hits are critical)
    Prerequisites: No spellcasting classes; must have the Final Heaven Manual (unique item); must fight unarmed; must be able to perform Beat Rush, Somersault, Waterkick, Meteodrive, Dolphin Blow & Meteor Strike; cannot gain additional Limit Breaks after acquiring this one.

  27. - Top - End - #57
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    Default Re: Final Fantasy: Limit Breaks

    Finishing Touch (Su)
    You can slash multiple opponents (up to 4) with a barrage of sword swipes, dealing an automatic critical to each. In addition, any opponent hit by this attack must make a successful Fortitude save (DC20) or die.

    Prerequisites: Must use some type of sword; must have performed Meteorain 6 times; must be able to perform Braver, Cross-Slash, Blade Beam, Climhazzard & Meteorain.

  28. - Top - End - #58
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    Default Re: Final Fantasy: Limit Breaks

    Fire Cross (Su)
    You can blast 1 opponent with a conjured flame, automatically dealing 3d6 points of fire damage. Afterward, in the same round, you automatically deal a critical hit to that same opponent with your exotic melee weapon.

    Prerequisites: Your current HP must be 75% or less than your maximum HP; must use some type of exotic melee weapon; must be proficient with that same exotic melee weapon.

  29. - Top - End - #59
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    Default Re: Final Fantasy: Limit Breaks

    Fires of War (Su)
    You discharge a number of tiny fiery embers at your enemies; automatically hits multiple opponents (up to 4), dealing 3d8 points of force damage to each. In addition, if you make a successful Charisma check (DC15), you perform another Limit Break that you know for free; the DC increases by 2 for every extra Limit Break you have already performed.

    Prerequisite: BAB +2.

  30. - Top - End - #60
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    Default Re: Final Fantasy: Limit Breaks

    Flame Purge (Su)
    You invoke dozen of flaming swords, which impale your enemies from all sides before exploding; automatically hits multiple opponents (up to 4), dealing 7d8 points of force damage to each. In addition, if you make a successful Charisma check (DC15), you perform another Limit Break that you know for free; the DC increases by 2 for every extra Limit Break you have already performed.

    Prerequisite: BAB +14; must be able to perform Fulminating Darkness & Ruin Impendent; cannot gain additional Limit Breaks after acquiring this one.

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